Systems and methods for shooting simulation and training

ABSTRACT

Provided herein are systems and methods for shooting simulation of a target with a projectile. More particularly, the invention relates to virtual reality optical projection systems to monitor and simulate shooting.

The present application is a continuation of U.S. patent applicationSer. No. 16/227,629, filed Dec. 20, 2018, which claims priority to U.S.Provisional Patent Application Ser. No. 62/620,246 filed Jan. 22, 2018,and to U.S. Provisional Patent Application Ser. No. 62/726,633 filedSep. 4, 2018, each of which is incorporated by reference in its entiretyherein.

FIELD

Provided herein are systems and methods for shooting simulation of atarget with a projectile. More particularly, the invention relates tovirtual reality optical and polysensory projection systems to monitorand simulate shooting.

BACKGROUND

Firearms, riflescopes, and ballistics calculators have continued todevelop and provide complex shooting options for shooters. The diversityof different shooting systems and the numerous shooting parametersavailable using any one system has both expanded the ability of shootersto hit targets and have complicated the process. What is needed aresystems and methods that allow shooters to develop and tests suchsystems and to train with these systems to gain maximal proficiency.

SUMMARY

Provided herein are systems and methods for shooting simulation of atarget with a projectile. More particularly, the invention relates tovirtual reality optical and other sensory modality projection systems(e.g., auditory, haptic and somatosensory projection systems) to monitorand simulate shooting. These systems and methods are useful for trainingshooters, under a wide range of different shooting conditions, tooptimally use their equipment. Additionally, these systems and methodsare useful for developing, testing and training in shooting systems,including weapons, optical devices (e.g., riflescopes, spotting scopes,etc.), ballistics calculators, range finders, global positioningsatellite (GPS) systems, weather meters, altimeters, thermometers,barometers, cant monitors, slope monitors and other shooting equipmentor accessories.

The systems and methods find use for all types of shooters and shootingscenarios, including, but not limited to hunting, target shooting,recreational shooting, and combat and military uses.

In some embodiments, the virtual reality shooting simulation systems andmethods provided herein anticipate the delay time between the shot andthe impact, and account for a multitude of factors that influenceprojectile trajectory including, for example, information regardingexternal field conditions (e.g., date, time, temperature, relativehumidity, target image resolution, barometric pressure, wind speed, winddirection, hemisphere, latitude, longitude, altitude), firearminformation (e.g., rate and direction of barrel twist, internal barreldiameter, internal barrel caliber, and barrel length), projectileinformation (e.g., projectile weight, projectile diameter, projectilecaliber, projectile cross-sectional density, one or more projectileballistic coefficients (as used herein, “ballistic coefficient” is asexemplified by William Davis, American Rifleman, March, 1989,incorporated herein by reference), projectile configuration, propellanttype, propellant amount, propellant potential force, primer, and muzzlevelocity of the cartridge), target acquisition device and reticleinformation (e.g., type of reticle, power of magnification, first,second or fixed plane of function, distance between the targetacquisition device and the barrel, the positional relation between thetarget acquisition device and the barrel, the range at which thetelescopic gunsight was zeroed using a specific firearm and cartridge),information regarding the shooter (e.g., the shooter's visual acuity,visual idiosyncrasies, heart rate and rhythm, respiratory rate, bloodoxygen saturation, muscle activity, brain wave activity, and number andpositional coordinates of spotters assisting the shooter), and therelation between the shooter and target (e.g., the distance between theshooter and target, the speed and direction of movement of the targetrelative to the shooter, or shooter relative to the target (e.g., wherethe shooter is in a moving vehicle), the Coriolis force, the directionfrom true North, and the angle of the rifle barrel with respect to aline drawn perpendicularly to the force of gravity).

In some embodiments, provided herein are virtual reality systems andmethods comprising: a controller (e.g., firearm-shaped controller,firearm, etc.), comprising: i) a frame (e.g., comprising the shape of afirearm and, optionally, the shape of a target acquisition device, suchas a riflescope); and ii) position sensors; b) a user headset comprisingat least one visual interface or viewer displaying a shooter view (e.g.,riflescope view displaying a reticle pattern), and optionally at leastone auditory, haptic or somatosensory interface; c) a computer componentcomprising a processor; and d) non-transitory computer readable mediacomprising instructions that when executed by said processor cause thecomputer to execute a shooting simulation projected to the user'sheadset. In some embodiments, a bullet flight path is displayed to theuser. In some embodiments, the bullet flight path incorporates simulatedflight physics based on one or more, or all, of the factors thatinfluence projectile trajectory discussed above. In some embodiments,the systems and methods further comprise a user interface that allows auser to select conditions, views, and settings. In some embodiments, thecomputer readable media comprises instructions that simulate multipletargets that train the shooter in progressively more complex shootingconditions and/or that run a series of protocols that train the shooterhow to use, master, and intuit features of a shooting system componentand/or external conditions (e.g., features of a reticle, shooting indifferent humidity conditions, different lighting, etc.).

In some embodiments, provided herein are methods for using such asimulated virtual reality shooting system comprising: inputting orselecting shooting conditions (e.g., external conditions, the firearmbeing used, the cartridge being used, the target acquisition device andreticle being used, the shooter, and the relation of the shooter and thetarget) and simulating one or more shooting scenarios. In someembodiments, shooting statistics, bullet paths, and other shooting dataare collected and accessible by the user to evaluate shots, progress,and/or to score progress.

DESCRIPTION OF THE FIGURES

FIG. 1 shows an exemplary headset view showing a weapon.

FIG. 2 shows an exemplary headset view showing a reticle pattern,target, and wind speed direction and force.

FIGS. 3A-3B show the view of FIG. 2 showing bullet path: FIG. 3A inflight; and FIG. 3B impacting below and to the left of the target.

FIGS. 4A-4C show exemplary Horus Vision (HVRT) H59 (FIG. 4A), TREMOR2(FIG. 4B and TREMOR3 (FIG. 4C) reticle patterns.

FIG. 5 shows an exemplary Virtual Reality (VR) Training Curriculum

FIG. 6 shows an exemplary Virtual Reality (VR) Trainer ArchitectureDiagram

FIG. 7 shows an exemplary virtual reality training table comprisingprompts for a user to design a training session comprising the number oftargets desired, the minimum and maximum of ranges to targets desired,the minimum and maximum of wind speeds desired, a fill table to indicatethe number of targets desired, and the range, wind speed and winddirection to each of the desired number of targets.

FIG. 8 shows an exemplary virtual reality feedback table comprising thenumber of hits and misses and the elapsed time to needed to shoot eachof, for example, 16 different targets at different ranges, windspeedsand wind directions.

FIG. 9 shows an exemplary virtual reality training table comprisingprompts for a user to enter variables for a ballistics trajectorycalculator comprising the bore height of the barrel, the bullet weight,the bullet diameter, the ballistics coefficient standard, the muzzlevelocity of the bullet, the zero range of the firearm and scope, thetwist rate of the barrel, the twist direction of the barrel, thedirection of fire, the wind speed, the wind direction, the ambienttemperature, the shooter's hemisphere and latitude, the ambient airpressure, the relative humidity and the shooter's altitude.

FIG. 10 shows an exemplary virtual reality training topography withprompts for a user to place training targets at desired horizontal,vertical and range loci using, for example, a click of a cursor tospecific the site of one or more targets of desired dimension andorientation.

DEFINITIONS

To facilitate an understanding of the present disclosure, a number ofterms and phrases are defined below:

As used herein, the terms “computer memory” and “computer memory device”refer to any storage media readable by a computer processor. Examples ofcomputer memory include, but are not limited to, random access memory(RAM), read-only memory (ROM), computer chips, digital video disc(DVDs), compact discs (CDs), hard disk drives (HDD), and magnetic tape.

As used herein, the term “computer readable medium” refers to any deviceor system for storing and providing information (e.g., data andinstructions) to a computer processor. Examples of computer readablemedia include, but are not limited to, DVDs, CDs, hard disk drives,memory chip, magnetic tape and servers for streaming media overnetworks. A computer program is, in some embodiments, embodied on atangible computer-readable medium, and sometimes is tangibly embodied ona non-transitory computer-readable medium.

As used herein, the terms “processor” and “central processing unit” or“CPU” are used interchangeably and refer to a device that is able toread a program from a computer memory (e.g., ROM) or other computermemory) and perform a set of steps according to the program.

DETAILED DESCRIPTION

Provided herein are systems and methods for shooting simulation. Moreparticularly, the invention relates to virtual reality optical and othersensory modality projection systems to monitor and simulate rifleshooting. In particular, provided herein are systems and methods forshooting simulation comprising a controller, a viewer, and a computer.

The controller can be any type of controller. In preferred embodiments,the controller has the shape or form of a firearm or other shootingdevice. The controller can be a firearm game controller, a number ofwhich are commercially available. In some embodiments, the controller isan actual firearm. In certain embodiments, the firearm comprises atelescopic gunsight or target acquisition device. In some embodiments,the controller comprises one or more sensors in communication with thecomputer that convey the positions of the controller relative to a userand in 3-dimensional space. When the controller is a real firearm, thesensor may be attached to one or more locations on or in the firearm. Insome embodiments, the controller comprises a trigger, button, or otheractuator that when pressed, pulled, or otherwise actuated by a user,indicates to the computer that a shot has been made.

The viewer is any type of viewer that projects a simulated image (e.g.,landscape comprising a target) to a user. In some embodiments, theviewer is a virtual reality headset. In some embodiments, the viewercomprises a headset comprising one or more of a processor, a powersource connected to the processor, memory connected to the processor, acommunication interface connected to processor, a display unit connectedto the processor, and sensors connected to processor. In certainembodiments, the viewer is a virtual reality unit, for example, anOculus Rift headset available from Oculus VR, LLC. In anotherembodiment, the virtual reality unit is the HTC Vive headset availablefrom HTC Corporation. In this embodiment, a set of laser positionsensors is attached to an external surface of a virtual reality unit toprovide position data of the virtual reality unit. Any suitable virtualreality unit known in the art may be employed. Other exemplaryembodiments include hardware comprising an Intel Core i5-4590 or AMD FX8350 processor equivalent or better, a NVIDIA GeForce GTX 1060 or AMDRadeon Rx 480 graphics card or better, 4 GB of RAM or better, a 1× HDMI1.4 port or DiplayPort 1.2 or better, USB 1×USB 2.0 port or better, anda Windows 7 SP1, Windows 8.1, Windows 10 or better operating system. Inother embodiments, the viewer is a display device that may be removablyattached to a target acquisition device, and that displays data andimages that are superimposed over real world images. In certainembodiments, the viewer is physically or electronically integrated witha target acquisition device. In particular embodiments, the viewersuperimposes a computer-generated image on a user's view of the realworld as seen, for example, through a target acquisition device, therebyproviding a composite view of the real world augmented bycomputer-generated data and/or one or more images. In furtherembodiments, the composite view of the real world is augmented bycomputer-generated data and/or one for more images is further augmentedby additional computer-generated perceptual information includingvisual, auditory, haptic, somatosensory, and/or olfactory information.In still further embodiments, the computer-generated perceptualinformation comprises information from and to multiple sensorymodalities.

The computer comprises a processor and is configured to run softwarethat communicates with the controller and the viewer. The computer maybe contained in the controller or the viewer. Communication may be wiredor wireless.

In use, a generated target is simulated. The controller, held by a user,is tracked to generate a ballistics solution displayed on the viewer ata lead distance and an elevation from the target as viewed through theviewer. The computer determines a hit or a miss of a shot directed at atarget using the position of the controller and a ballistic solutionthat accounts for the selected shooting conditions (e.g., user-selectedconditions). In some embodiments, a simulated bullet flight path isgenerated and displayed in the viewer overlaid onto the shootinglandscape displayed on the viewer.

In some embodiments, a target is simulated as seen, for example, througha target acquisition device comprising a reticle. In some embodiments,the reticle comprises a pattern designed for long range shooting withmarkings that assist a shooter in accurately hitting long range and/ormoving targets under a range of different shooting conditions (e.g.,environmental conditions). Such reticles include, but are not limitedto, Horus Vision (HVRT) reticles such as the H58/59 reticles and TREMORreticles (see e.g., FIG. 4 ) (see e.g., U.S. Pat. Nos. 9,574,850 and9,612,086, herein incorporated by reference in their entireties). Incertain embodiments, a TREMOR reticle comprises a grid. In otherembodiments, a TREMOR reticle comprises rapid range bars above a primaryhorizontal cross-hair or stadia. In further embodiments, a TREMORreticle comprises one or more ranging chevrons for vertical andhorizontal ranging, comprising, for example, a 0.1 Mil spacing chevron.In particular embodiments, a TREMOR reticle comprises moving target holdmarkings above the primary horizontal cross-hair. The moving target holdmarkings or reference points may, on some embodiments, be calculated ineven miles per hour increments, and approximate the ballistic profile of7.62×51 or 0.308 projectiles and rifles to, or example, 300 meters. Ingiven embodiments, a horizontal cross-hair or stadia comprises standardmil-radian graduation markings of use, for example, as conventional leadhold markings. In still further embodiments, a TREMOR reticle comprisesnumerical lead holds above the primary horizontal cross-hair. In certainembodiments, a TREMOR reticle comprises one or more illuminated aimingpoints, and/or projected aiming points that correspond to one or moreballistics calculator aiming solutions.

In some embodiments gloves with sensors are worn by a user. The sensormay monitor finger movement (e.g., to provide an actuation for theshot), biosensor information about the shooter (e.g., hand position,heart rate, electromyogram, electrocardiogram, etc.), or other desiredinformation and may provide tactile (e.g., vibratory, gyroscopicresistance, firearm recoil, etc.) or other feedback to the user.

In some embodiments, the systems and methods are implemented in hardwareor software (including firmware, resident software, micro-code, etc.),or in combined software and hardware, for example as a “circuit,”“module,” “component,” or “system.” In certain embodiments, aspects ofthe invention are provided in the form of a computer program productembodied in one or more computer readable media having computer readableprogram code embodied thereon. Any combination of one or more computerreadable media may be used. The computer readable media may be acomputer readable signal medium or a computer readable storage medium.For example, a computer readable storage medium may be, but need not belimited to, an electronic, magnetic, optical, electromagnetic, orsemiconductor system, apparatus, or device, or any suitable combinationof the foregoing. Other examples of computer readable storage mediuminclude, but are not limited to: a portable computer diskette, a harddisk, a random access memory (“RAM”), a read-only memory (“ROM”), anerasable programmable read-only memory (“EPROM” or Flash memory), anappropriate optical fiber with a repeater, a portable compact discread-only memory (“CD-ROM”), an optical storage device, a magneticstorage device, or any suitable combination of the foregoing. Computerreadable storage medium may comprise any tangible medium that maycontain or store a program for use by or in connection with aninstruction execution system, apparatus, or device. A computer readablesignal medium may include a propagated data signal with computerreadable program code embodied therein, for example, in baseband or aspart of a carrier wave. The propagated data signal may take any of avariety of forms, including, but not limited to, electro-magnetic,optical, or any suitable combination thereof. Program code embodied on acomputer readable signal medium may be transmitted using any appropriatemedium, including but not limited to wireless, wireline, optical fibercable, radiofrequency (“RF”), or any suitable combination thereof.

Computer program code for carrying out operations for aspects of thesystems and methods may be written in any combination of one or moreprogramming languages, including an object oriented programming languagesuch as Java, Scala, Smalltalk, Eiffel, JADE, Emerald, C++, C#, VB.NET,Python or the like, conventional procedural programming languages, suchas the “C” programming language, Visual Basic, Fortran 2003, Perl, COBOL2002, PHP, ABAP, dynamic programming languages such as Python, Ruby andGroovy, or other programming languages.

Computer program instructions may be provided to a processor of ageneral purpose computer, special purpose computer, or otherprogrammable data processing apparatus to produce a machine, such thatthe instructions which execute via the processor of the computer orother programmable instruction execution apparatus create a mechanismfor implementing the functions/acts described herein.

In some embodiments, systems and methods of the present inventioncomprise a network, a simulation administrator connected to the network,and a user device connected to the network. In specific embodiments, thesimulation administrator connected to the simulation database for datastorage includes, for example, target data, firearm data, andenvironment data. In certain embodiments, the network is a local areanetwork. In other embodiments, the network is a wide area networkincluding, for example, the Internet, or a combination thereof. Inparticular embodiments, a network links a plurality of shooters indiverse simulated physical locations within a shared virtualenvironment. In further embodiments, a network links a diversity ofshooters in diverse simulated physical locations within a shared virtualenvironment to one or more instructors. In certain embodiments, theshooters and one or more instructors are linked in consensual virtualreality by a network

In some embodiments, the simulation administrator comprises a processor,a network interface connected to the processor, and memory connected tothe processor. A simulation application is stored in the memory andexecuted by the processor. The simulation application comprises, forexample, a ballistic solution application, and a statistics applicationthat monitors, for example, user performance. In a further embodiment, aposition application communicates with a position tracker connected to acontroller to detect the position of the controller for the simulationapplication. A statistics application communicates with a database toretrieve relevant data and generate reports according to desiredsimulation criteria, such as selected firearms and cartridges,environments, target characteristics, and shooter characteristics forthe simulation application. In particular embodiments, the simulationapplication generates and projects a ballistic solution projectiletrajectory.

In some embodiments, a statistics application communicates with adatabase to retrieve relevant data and to generate images according toselected simulation criteria including, for example, the delay timebetween the shot and the impact, and diverse factors that influenceprojectile trajectory including, for example, information regardingexternal field conditions (e.g., date, time, temperature, relativehumidity, target image resolution, barometric pressure, wind speed, winddirection, hemisphere, latitude, longitude, altitude), firearminformation (e.g., rate and direction of barrel twist, internal barreldiameter, internal barrel caliber, and barrel length), projectileinformation (e.g., projectile weight, projectile diameter, projectilecaliber, projectile cross-sectional density, one or more projectileballistic coefficients (as used herein, “ballistic coefficient” is asexemplified by William Davis, American Rifleman, March, 1989,incorporated herein by reference), projectile configuration, propellanttype, propellant amount, propellant potential force, primer, and muzzlevelocity of the cartridge), target acquisition device and reticleinformation (e.g., type of reticle, power of magnification, first,second or fixed plane of function, distance between the targetacquisition device and the barrel, the positional relation between thetarget acquisition device and the barrel, the range at which thetelescopic gunsight was zeroed using a specific firearm and cartridge),information regarding the shooter (e.g., the shooter's visual acuity,visual idiosyncrasies, heart rate and rhythm, respiratory rate, bloodoxygen saturation, muscle activity, brain wave activity, and number andpositional coordinates of spotters assisting the shooter), and therelation between the shooter and target (e.g., the distance between theshooter and target, the speed and direction of movement of the targetrelative to the shooter, or shooter relative to the target (e.g., wherethe shooter is in a moving vehicle), the Coriolis force, the directionfrom true North, and the angle of the rifle barrel with respect to aline drawn perpendicularly to the force of gravity).

In some embodiments, the systems and methods comprise a program thatprovides shooting instructions and/or shooting calibration exercises.For example, in some embodiments, the systems and methods provide a menuand options for zeroing a simulated firearm in the virtual realitylandscape (e.g., at a simulated 100 yard or a 100 meter range).

In some embodiments, the simulation application comprises informationregarding external conditions in a database and/or entered by a user inresponse, for example, to a query. In one embodiment, data is enteredinto the system using any conventional input device linked to thesystem, such as a keyboard, mouse, touch-screen and the like. In someembodiments, preset conditions are selected from a database. In afurther embodiment, a speech recognition system using a microphone andappropriate software for converting the spoken words to data is used toinput data. In yet a further embodiment, cabled or wireless componentsfrom other measuring devices and sources is used to input data, forexample Bluetooth components. In another embodiment, instruments fordata input, for example, a Kestrel handheld device or similar handheld,weather station, laptop or desktop device, handheld global positioningsystem (GPS) or similar device, Leica Vector 4 rangefinder or similardevice, and the like, are integrated with the computing device in such away as to allow input data items to be made available to the ballisticprogram. In some embodiments, a direct connection is made between theexternal instruments and the calculator.

In some embodiments, the simulation application employs windinformation. The information may be selected or input by a user orprovided as part of a pre-set simulation (e.g., randomly selected,selected based on a level of difficulty, etc.). In some embodiments, thewind information comprises simulated wind speed (e.g., in miles perhour, meters per second, kilometers per hour, or knots per hour). Insome embodiments, the wind information comprises wind direction. Incertain embodiments, the virtual reality simulation application projectswind arrows comprising wind velocity, acceleration, flow (e.g., laminar,turbulent or a combination of flow), and direction in 1, 2 or 3 axes.

In some embodiments, the simulation application employs informationregarding the simulated rate and direction of barrel twist (that is,right or left), barrel length, internal barrel diameter, and internalbarrel caliber. Spin drift is a force exerted on a spinning bodytraveling through the air due to uneven air pressure at the surface ofthe object due to its spinning. This effect causes a baseball to curvewhen a pitcher imparts a spin to the baseball as he hurls it toward abatter.

In some embodiments, the simulation application employs informationregarding the type of projectile being used. In some embodiments, thesimulation application employs information regarding the weight of theprojectile (e.g., in grains). The weight of the projectile may be storedin memory and automatically retrieved by the program when the userselects a standard, defined cartridge. In some embodiments, thesimulation application employs information regarding the muzzle velocityof the projectile. Muzzle velocity (MV) is a function of theprojectile's characteristics (e.g., projectile weight, shape,composition, construction, design, etc.), the kind, quality and amountpropellant used in the cartridge case, and the primer. Muzzle velocityis also a function of the barrel length of the firearm, such that thelonger the barrel length, the greater the muzzle velocity.

In some embodiments, the system requests or measures the shooter'seyesight acuity and idiosyncrasies, heart rate and rhythm (as measuredby the electrocardiogram), respiratory rate (as measured by aspirometer, capnometer or impedance pneumography), blood oxygensaturation, muscle activity (as measured by the electromyogram), andbrain wave activity (as measured by the electroencephalogram), or otherphysiologic variable. In some embodiments, the system provides trainingexercises to assist a shooter in improved shooting that takes intoaccount the shooter's biological characteristics.

In a further embodiment, the simulation system queries the user for thenumber and positional coordinates of simulated or actual third personspotters. In an additional embodiment, the ballistics calculator systemautomatically queries other units to determine the number, location andtype of third person spotters and devices. In one embodiment, theshooter and spotters use identical simulated target acquisition devicereticles. The simulated target acquisition devices and reticles used byshooters and spotters may be fixed or variable power. In a preferredembodiment, the spotting information and aiming points are projected onreticles shared by the shooter and spotters. In yet another embodiment,multiple shooters and spotters share optical or electronically linkedsimulated target acquisition devices and reticles.

In some embodiments, the simulation application employs informationregarding the range or distance from the shooter to the simulatedtarget. For example, the shooter may enter a distance estimated byreference to a rangefinder on the reticle. In a further embodiment, thedistance from the shooter to the target is provided by a peripheraldevice, for example a simulated laser rangefinder. In anotherembodiment, the distance from the shooter to the target is provided byactual or simulated spotters assisting the shooter, by the use of atopographic map, or by triangulation. In other embodiments, the virtualreality simulation application of the present invention comprises imagesand data derived from real world landscapes obtained from, for example,Google Earth, drone images, satellite images and the like, that preparethe shooter for conditions and circumstances to be encountered at aremote site (e.g., simulated training for a future real life shootingscenario).

In some embodiments, the simulation application employs slopeinformation if any, that is, the angle from 0 to 90 degrees up or downbetween the shooter and the simulated target, that is, the verticalangle when the shooter is shooting uphill or downhill. This informationis used to adjust the downrange aiming point based on the projectile'sflight through space from the point of firing to target. As can beappreciated, the distance to a target at a sloped angle is somewhatlonger than the horizontal distance to a target the same distance fromthe shooter at the same level, and typically requires the shooter toraise or lower the barrel of the firearm relative to an axisperpendicular to the force of gravity. A shooter aiming downhill lowersthe barrel relative to the perpendicular axis forming an angle which isthe “downhill” angle. As will be understood, when the shooter raises thebarrel above the perpendicular axis (for example, when shooting at atarget located above the shooter), the angle formed between theperpendicular axis and the barrel will be an “uphill” angle. In someembodiments, the simulation program provides cant information.

In one embodiment, for long range shooting (e.g., from 1000 to 3000yards or more), the simulation application employs information for theCoriolis effect and spin drift. The Coriolis effect is caused by therotation of the earth. The Coriolis effect is an inertial forcedescribed by the 19th-century French engineer-mathematicianGustave-Gaspard Coriolis in 1835. Coriolis showed that, if the ordinaryNewtonian laws of motion of bodies are to be used in a rotating frame ofreference, an inertial force-acting to the right of the direction ofbody motion for counterclockwise rotation of the reference frame or tothe left for clockwise rotation must be included in the equations ofmotion. The effect of the Coriolis force is an apparent deflection ofthe path of an object that moves within a rotating coordinate system.The object does not actually deviate from its path, but it appears to doso because of the motion of the coordinate system. While the effect ofthe earth's movement while a bullet is in flight is negligible for shortand medium range shots, for longer range shots the Coriolis effect maycause a shooter to miss.

In some embodiments, the simulation application employs target movementinformation, with simulated movement relative to the shooter or, in someembodiments, simulating movement of the shooter (e.g., simulatingshooting from a moving vehicle at a stationary or moving target, orrunning from one shooting site to another). In certain embodiments, boththe target and the shooter are in motion. In some embodiments, trainingexercises are provided to train the shooter to accurately shoot targetsmoving relative to the shooter, including training to use reticlemarkings to estimate movement direction and speed and to efficientlytarget moving targets.

In some embodiments, systems and methods provide target-like movementsin response to projectile strikes. In other embodiments, the simulatedor actual firearm in use is configured to provide recoil, report, andmuzzle movement to the user upon shooting. In certain embodiments, thesimulated or real firearm is provided with, and used with, one or moresimulated cartridges, or one or more magazines of cartridges.

In some embodiments, the projectile trajectory is projected before thetrigger pull, after the trigger pull, or both before and after thetrigger pull. In particular embodiments, the projected trajectory ismodified to display the influence of individual variables alone and/orin combination on the projectile trajectory. In certain embodiments, theprojected trajectory may be viewed from any perspective including, forexample, from the shooter's perspective, the target's perspective, aspotter's perspective, a bystander's perspective, or an aerial orsatellite perspective. In further embodiments, two or more projectedtrajectories may be overlaid upon one another and may be visually andmathematically compared.

In some embodiments, the systems and methods of the present applicationare configured for the design and testing of firearms, targetacquisition devices, reticles, and methods, hardware and software thatprovide information regarding variables that influence projectiletrajectories, and their interactions in combination. In particular,systems and methods comprising virtual reality simulation applicationsare provided that replicate conditions that are difficult or impossibleto purposefully vary during real-life, real-time testing with liveammunition including, for example, humidity, barometric pressure andelevation.

In some embodiments, the systems and methods comprise a virtual realitysimulation application that simulates low light and night time shootingwith, and without, illumination of various degrees of intensity e.g.,with and without visible light illumination, infrared illumination,ultraviolet light illumination, thermal illumination, and the like. Inother embodiments, the simulation application of the present inventionis configured to test and to compare shooting performance with differentlight spectra and different intensities of ambient and targetillumination.

In some embodiments, the systems and methods provide a graduatedmarksmanship training curriculum. For example, as shown in FIG. 5 , inPhase Zero, the virtual reality user acquires basic rifle marksmanshipincluding the skills of steady positioning, aim, breath control andtrigger pull.

In Phase 1, the virtual reality user acquires skills of basic scopedrifle use including estimation of bullet drop, wind deflection, lead ofa moving target, spin drift, and Coriolis force.

In Phase 2, the virtual reality user acquires skills for precisionshooting that account for atmospheric effects (e.g., relative humidity,altitude, barometric pressure and temperature), coordination withspotters (e.g., coordination on estimation of wind speed, target speedand target size), advanced wind skills (e.g., variable wind speed anddirection, wind vector calculation), intelligent targeting skills (e.g.,response to threats, attacks by apparently friendly targets, attacks tothe user, and team communication), electronic hardware skills (e.g., useof weather meters, wind meters, laser range finding, Solver softwareapplications), advanced optics skills (e.g., milling, dialing, rapidranging, second shot correction, breaching), moving target skills (e.g.,time of flight) and high angle shooting. In certain embodiments,advanced optics skills comprise virtual reality training in the use ofreticles comprising one or more of the features described in one or moreof U.S. Pat. Nos. 9,869,530, 9,612,086, 9,574,850, 9,500,444, 9,459,07,9,335,123, 9,255,771, 9,250,038, 9,068,794, 8,991,702, 8,966,806,8,959,824, 8,905,307, 8,893,971, 8,707,608, 8,656,630, 8,353,454,8,230,635, 8,109,029, 7,946,048, 7,937,878, 7,856,750, 7,832,137,7,712,225, 6,681,512, 6,516,699, 6,453,595, 6,032,374, and 5,920,995,each of which is herein incorporated by reference in its entirety.

In Phase 3, the virtual reality user acquires multi-skill trainingcomprising sniping without electronic aids, rapid engagement, hunting invirtual world settings, compensating for high wind and changing weather,and truing. As used herein, “truing” refers to calibrating theballistics calculator and ballistics solution based on actual bulletimpact data.

In Phase 4, the virtual reality user acquires skills for shooting infully-integrated scenarios comprising, for example, real-worldlocalities (e.g., rural, suburban and rural locations), real-worldweather, one or more enemy combatants, one or more friendly team membersand/or spotters, and hierarchical mission planning. In particularembodiments, skills are acquired in virtual reality using specifictraining modules integrated into specific trainer architectures asshown, for example, in FIG. 6 . FIG. 6 show information and tasksrelegated to a user interface (e.g., display on a desktop computer) andthe virtual world. As shown in FIG. 7 , the virtual reality trainee ortrainer first generates a training module comprising the number oftargets, ranges, wind speed and direction and coordinates of specifictargets. Then wearing the virtual reality goggles and holding thevirtual reality firearm, the user applies the range and windage cardsprojected in the user's field of view on the goggles (e.g., to the lowerleft of the target) to strike the target projected ahead of the user onthe goggles. As shown in FIG. 8 , specifics of feedback including hitsvs. misses, and time until each hit are provided to the virtual realityuser in the user's field of view or on another display (e.g., computingdevice display). As shown in FIG. 9 , the trainee or trainer may furtherspecify the relationships of the firearm, projectile, user and targetsto comprise entry of data for calculation of a ballistics trajectory. Infurther embodiments as shown in FIG. 10 , the trainee or trainee may usea cursor to specify a chosen relationship between a shooter and targeton a virtual reality topographic or landscape field of view.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide simulation and/or feedback showing theconsequences of altering a single factor (e.g., wind) or combinations offactors (e.g., wind and humidity, etc.) that influence ability to hit atarget to enhance learning and skill acquisition of marksmanshiptrainees.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide satellite (e.g., global positioningsatellite) map integration to generate, for example, a virtual realitylandscape comprising import of topographic data from one or moreextrinsic sources e.g., Google Maps.

In some embodiments, the simulation applications, systems and methods ofthe present invention support integration of radar, lidar, Dopplerradar, satellite and other weather forecast data into configuration of avirtual reality.

In some embodiments, the simulation applications, systems and methods ofthe present invention model execution of real-world missions in advanceof, during and after real-world missions.

In some embodiments of the simulation applications, systems and methodsof the present invention, the virtual reality user selects a target froma menu of real-world targets (e.g., one or more combatants, wild gametargets, automobiles, tanks, and the like), or symbolic targets (e.g.,circles, bullseyes, grids and the like) and their dimensions, andselects their starting points, direction and speed of travel to acquireexpertise in striking moving targets.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide the trainee or trainer with options forselecting target sizes and ranges for the trainee to acquire expertisein use of ranging features on a reticle to estimate range, correctcompensation for range, and to receive immediate feedback of engagingone or more virtual reality targets. In certain embodiments, thetraining comprises milling and mil range estimation training.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide metrics for qualification and advancementof a virtual reality user that are specific to a user's capacities,skill set and status, and immediate in time.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide the virtual reality shooting user with theopportunity to acquire skills in second shot correction if a first failsto strike a target, with timing and feedback to assure real-worldability in second shot correction opportunities.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide custom training to each virtual realitytrainee wherein skills that are mastered are rapidly integrated, andskills that are problematic attract increased repetition and training.In particular embodiments, tasks required for acquisition of largerskill sets may be divided into smaller skill sets comprising fewer unitsof information customized for each trainee.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide the virtual reality user with training andevaluation in the acquisition of basic skills of shooting a target witha projectile, including holding an aiming point on a reticle to accountfor projectile drop (i.e., elevation) between a user and a target at adiversity of ranges. In certain embodiments, the aiming point firingsolution for projectile drop and range is visible to the user in thefield of view of the user's virtual rifle scope.

In other embodiments, the virtual reality user is provided with trainingand evaluation in holding an aiming point on a reticle to account forthe effects of wind on a projectile. In certain embodiments, the aimingpoint firing solution for windage, range and projectile drop is visibleto the user in the field of view of the user's virtual reality riflescope.

In further embodiments, the virtual reality user is provided withtraining and evaluation in holding an aiming point on a reticle toaccount for the effects of target movement or “lead” in relation to thevirtual shooter. In certain embodiments, the aiming point firingsolution for lead, time of projectile flight, range and projectile dropis visible to the user in the field of view of the user's virtualreality rifle scope. In particular embodiments, there is no wind. Infurther embodiments, the target is moving perpendicular to the user at,for example, a slow and constant speed. In other embodiments, the targetis moving away from the shooter.

In some embodiments, the virtual reality user is provided with trainingand evaluation in the use of a reticle comprising wind dots including asshown, for example, in FIG. 4C. In certain embodiments, the aiming pointfiring solution for use of wind dots is visible to the user in the fieldof view of the user's virtual reality rifle scope. In anotherembodiment, the virtual reality user is trained and evaluated inprecision shooting in diverse wind speeds and directions. In a furtherembodiment, the virtual reality user is trained and evaluated in the useof an information card comprising, for example, a wind dot value inmiles per hour, kilometers per hour, or other indicator of windvelocity. For example, using a reticle of FIG. 4C comprising 7 time offlight (ToF) wind dots to the user's left and 7 ToF wind dots to theuser's right of an intersection between a first vertical cross-hair anda second horizontal cross-hair, the user calibrates the reticle to thespecific ballistics of the virtual rifle using the 4^(th) mil line and2^(nd) wind dot. With the spin drift of a ballistics calculatordisabled, the target range is manipulated until 4 mils is the desiredsolution. Using this elevation solution, the full wind value ismanipulated until the windage solutions is as close to 0.95 mil (i.e.,the sub-tension of the 2^(nd) wind to on the 4^(th) mil line) aspossible. The second wind dot value is divided by 2, and the resultingvalue is used for all ToF wind dots. For example, 620 yards equals a 4Mil elevation hold. A 0.95 mil wind hold equals 8 miles per hour windvalue (2^(nd) dot, 4^(th) mil line). Eight divided by 2 equals 4 milesper hour wind dot value. In still further embodiments, the wind isperpendicular to the virtual reality user.

In some embodiments, the virtual reality user is provided with trainingand evaluation in the acquisition of basic skills comprising milling,for example, milling 12″ targets. As used herein, “milling a target”means use of a reticle as a ruler to measure a dimension of a target,then calculating the range to the target based on that measure. Inspecific embodiments, the target is a 12″ red circle at random rangesfrom the virtual reality user. In further embodiments, there is no wind.In still further embodiments, there is no aiming point solution visiblein the field of view of the virtual reality user's rifle scope. Inparticular embodiments, milling a target comprises use of an informationcard and rapid range bars. In exemplary reticles, rapid range bars arelocated above the stadia on the a first horizontal cross-hair thatintersects a first vertical cross-hair, and that provide rapid andaccurate range estimates to targets of known size. See, for example,FIG. 4A.

In some embodiments, the virtual reality user is provided with trainingand evaluation in the acquisition of basic skills comprising second shotcorrection if a first shot fails to strike an intended target. Forexample, in second shot correction the point of impact of a missedtarget is observed on a grid pattern of a reticle, and for a second shotthat point of impact is used as an aiming point on the target. See, forexample, U.S. Pat. No. 9,869,530, incorporated by reference in itsentirety herein. In certain embodiments, the virtual reality user istrained and evaluated in the acquisition of basic skills when the firingsolution is slightly incorrect.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide the virtual reality user with training andevaluation in the acquisition of intermediate skills of shooting atarget with a projectile. In specific embodiments, the virtual realityuser is trained and evaluated in the use of wind cosine that convertsthe angle of wind direction in degrees to a cosine value i.e., thevirtual reality user is trained and evaluated in the use of the cosineof the wind direction to accurately account for the force of the windperpendicular to the direction of fire towards a target. In certainembodiments, no aiming point solution for wind cosine is visible in thefield of view of the virtual reality user's rifle scope. In otherembodiment, the virtual reality user is trained and evaluated in the useof wind cosine information cards comprising full wind values, cosinevalues, ranges, projectile drops and wind dot values, for example, winddot values in the reticle of FIG. 4C. In further embodiments, thevirtual reality user is trained and evaluated in the use of a wind clockthat depicts wind speed and wind direction.

In some embodiments, the virtual reality user is trained and evaluatedin the intermediate skill of accounting for projectile time of flight.In certain embodiments, a firing solution comprising range, projectiledrop and time of flight is visible to the virtual reality user in thefield of view of the virtual reality rifle scope. In other embodiments,a target clock depicts target speed and direction of movement. Inparticular embodiments, one or more targets move perpendicular to thevirtual reality user at, for example, a slow and constant speed oftravel.

In some embodiments, the virtual reality user is trained and evaluatedin the intermediate skill of milling or estimating range to diverseobjects including, for example, tires, windows, doors and the like. Incertain embodiments, the diverse objects are of known dimensionincluding, for example, objects of 18″, 20″, 24″ and the like. In otherembodiments, the virtual reality user is trained and evaluated in theuse of information cards that provide the sizes and dimension of diverseobjects. In particular embodiments, the virtual reality user is trainedand evaluated in the intermediate skill of milling and striking a targetwhen there is no wind.

In some embodiments, the virtual reality user is trained and evaluatedin the intermediate skill of rapid range-finding, including, forexample, 9 gun vs. 10 gun rapid range-finding. In particularembodiments, the user is provided with an image of, for example, aTREMOR reticle that depicts boxes and arrows linking one or more rapidrange bars with projectile drop along a vertical cross-hair. In otherembodiments, using a 0.1 mil incremental marking staircase above aTREMOR reticle primary horizontal cross-hair, the virtual reality userrapidly establishes an elevation hold for a target at a known size at aspecific distance. In some embodiments, the markings are provided at 0.1mil increments ranging from 0.5 mil furthest from the intersection ofthe primary horizontal cross-hair and primary vertical cross-hair to 1.0mil above the intersection of the primary horizontal cross-hair andprimary vertical cross-hair. Using a target known to be 12″ in diameter,the virtual reality user places the target between the primaryhorizontal cross-hair or stadia, and the range marking or range bar toachieve a best fit. Using the “rule of 10” for a “10 gun” system, thevirtual reality user consults a table that provides the estimated rangeelevation hold for each range of a 7.62×51 (0.308) projectile: for 381meters, 2 mil drop; for 435 meters, 3 mil drop; for 508 meters, 4 mildrop; and for 610 meters, 5 mil drop; For example, if a 12″ target fitsbest between a primary cross-hair and the 0.7 mil range bar or marking,the distance is 435 meters. Using a “rule of 10”, the virtual realityuser then removes the decimal such that 0.7 becomes a value of 7, and isentered into the equation: 7+X=10, wherein the elevation hold is 3 i.e.,3 mils. In particular embodiment, for a “10 gun” lead hold value below arapid range bar form the 0.8 mil rapid range bar 4 miles per hour leadhold, dividing the corresponding miles per hour value may be divided by2. For example, for a 12″ target that best fits between a 0.7 mil rangerapid range bar with a corresponding 6 miles per hour lead hold belowthe 0.7 mil rapid range bar, the elevation hold is 6 divided by 2=3 milelevation hold.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide the virtual reality user with training andevaluation in the acquisition of single variable skills in shooting atarget with a projectile. In certain embodiments, the single variable isvariable wind. In particular embodiments, the virtual reality is trainedand evaluated in the effects of frequent changes in wind velocity anddirection, and wind that gusts, on a projectile. In other embodiments, awind clock is provided in the field of view of the virtual realityuser's rifle scope. In further embodiments, the virtual reality user istrained and evaluated in the use of an information card comprising windvalues of velocity and direction, wind cosine values, ranges, projectiledrops and TREMOR reticle wind dot values. In particular embodiments, thevirtual reality user is trained in wind cosine to strike a target in thepresence of wind arising from all directions, and/or from multipledirections between a virtual target and a virtual reality shooter.

In some embodiments, the single variable is variable target movement. Incertain embodiments, the target rapidly changes speed and direction oftravel e.g., over seconds to minutes. In other embodiments, the virtualreality user is trained and evaluated in the use of a target movementclock in the field of view of the virtual reality user's rifle scope. Inparticular embodiments, there is no wind. In further embodiments, theuser is trained and evaluated in the use of information cards comprisingrange, projectile drop and time of flight to a moving target.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide the virtual reality user with training andevaluation in the acquisition of skills in which two or more variablesmust be accounted for in striking an intended target with a projectile.In certain embodiments, target movement is constant, and wind velocityand/or direction are constant. In other embodiments, target movement isconstant, and wind velocity and/or direction are variable. In furtherembodiments, target movement is variable, and wind velocity and/ordirection are constant. In still further embodiments, target movement isvariable, and wind velocity and direction are variable. In specificembodiments, the virtual reality user is provided with an aiming pointsolution that is visible in the field of view of the virtual realityuser's virtual rifle scope comprising target movement, wind velocity anddirection, range, projectile drop and time of flight.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide the virtual reality user with training andevaluation in the acquisition of military skills of shooting a targetwith a projectile. In specific embodiments, the virtual reality user istrained and evaluated in the milling or range estimation of humantargets at diverse ranges. In other embodiments, the human targets move,walk, run, gesture or change posture. In further embodiments, no aimingpoint solution is provided to the virtual reality user in the field ofview of the virtual reality user's rifle scope. In still furtherembodiments, the virtual reality user is trained and evaluated in theuse of an information card comprising, for example, milling a 12″ targeton diverse human targets.

In some embodiments, the virtual reality user is trained and evaluatedin the military skill of combat second shot correction. In otherembodiments, the virtual reality user is trained and evaluated in secondshot correction in the presence of, for example, variable wind, and in adense, urban environment. In certain embodiments, the virtual realityuser is trained and evaluated in second shot correction in targetinghuman targets that run, seek cover, attack the virtual reality user, andthe like.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide the virtual reality user with training andevaluation in the acquisition of final test skills of shooting a targetwith a projectile. In certain embodiments, the virtual reality user istrained and evaluated in second shot targeting of the head of a moving,human target. In specific embodiments, the target range is 400 meters to700 meters. In other embodiments, no aiming point solution is visible tothe virtual reality user in the field of view of the virtual realityuser's virtual rifle scope. In further embodiments, final test skillscomprise use of a range card adjacent to the user. In still furtherembodiments, the final test skills comprise second shot accuracy at atarget enemy in variable wind. In particular embodiments, final testskills comprise striking a target enemy with a first shot.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide the virtual reality user with training andevaluation in the acquisition of extreme long range shooting a targetwith a projectile. In certain embodiments, the virtual reality user isprovided with a range card comprising a comprehensive aiming solution.In particular embodiments, the target range is 1000 meters to 2000meters or greater. In other embodiments, a comprehensive aiming solutioncorrects for variations in the Coriolis force based on the virtualreality user's and target's geographic locations. In specificembodiments, the virtual reality user is trained and evaluated inextreme long range shooting, comprising training and evaluation indialing comprising simulation of dialing turrets on a target acquisitiondevice to account for the vertical and horizontal movement of aprojectile in flight. In some embodiments, a TREMOR or similar reticlemay hold, dial, or dial and hold for elevation adjustments. Inparticular embodiments, for extended distance engagement, a virtualreality shooter uses one or more 0.2 mil-radian subtensions on ahorizontal stadia for wind holds as the wind dot values may change ifthe elevation value has been dialed. For example, in some embodiments avirtual reality shooter use hold for all values to 10 mil-radian ofelevation and the calibrated wind dots for wind values. For targets atgreater than 10 mils of hold over or elevation, the virtual reality usermay dial the elevation value, and hold off wind values using a reticles0.2 mil-radian graduation.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide the virtual reality user with training andevaluation in the acquisition of spotter skills in shooting a targetwith a projectile. In given embodiments, a virtual reality user and avirtual reality spotter are in physical proximity to one another. Inother embodiments, a virtual reality user and a virtual reality spotterare in simulated electronic communication with one another. In furtherembodiments, a virtual reality user and a virtual reality spotter arenetworked with one another in consensual virtual reality, or augmentedconsensual virtual reality. In certain embodiments, the virtual realityshooter and virtual reality spotter communicate with one another toinform, for example, the shooter with second shot correction with theinput of the spotter. In particular embodiments, the virtual realityshooter and virtual reality spotter are trained and evaluated in avirtual urban environment, with targets that may appear at any locationin the shooter's and spotter's fields of view, and further in thepresence of non-target individuals. In specific embodiments, the virtualreality shooter and spotter are not provided with an aiming pointsolution in the field of view of a rifle scope and/or a spotting scope.In some embodiments, the field of view of the shooters rifle scopeand/or the spotter's spotting scope comprises a visible trace of aprojectile trajectory in either or both of the shooter's and spotter'sperspective. In other embodiments, no projectile trajectory is visibleto the shooter or to the spotter. In some embodiments, the shooterand/or the spotter view a splash and plume on projectile impact. Inanother embodiment, wind speed and wind direction are visible to thevirtual reality spotter but not to the virtual reality shooter. Infurther embodiments, the virtual reality spotting scope image is visibleon a second monitor with a keyboard and or mouse controls. In stillfurther embodiments, the virtual reality spotter is unable to view thevirtual reality shooter's rifle scope.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide the virtual reality user with training andevaluation in the acquisition of customizable skills shooting a targetwith a projectile. In specific embodiments, the wind speed and directionare customizable by a virtual reality user. In particular embodiments,target movement speed and direction are customizable.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide virtual reality imaging clues to windspeed including for example, perturbations of flags, vegetation, smokeand flames, water surfaces, travel of distant objects with and againstthe wind, mirage and the like.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide diverse images of otherwise identicaltargets with varying width, height and breadth to aid in rangeestimations skill acquisition.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide images of diverse orientations anddimensions of wounds to assist the virtual reality user in acquisitionof skills needed to determine when additional aiming points are to besought on the same target.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide a virtual reality controller mounted on afirearm that comprises options for adjustment of windage/lead,elevation, parallax and/or diopter. In certain embodiments, the mountedcontroller further comprises a trigger adapter. In further embodiments,the virtual reality firearm and or target acquisition device isotherwise identical to a real-world firearm and/or target acquisitiondevice that has been adapted for use in a virtual reality context.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide virtual reality optical system (e.g.,telescopic gunsight) simulation that enables the virtual reality user toadjust, for example, magnification, focus, focal distance, diopter,focal plane, zoom, and desired reticle to duplicate a physical opticalsystem in virtual reality that parallel a real-world context. In certainembodiments, the virtual reality firearm comprises a physical,real-world scope linked to a virtual reality processor that adjusts thevirtual reality optics to parallel real world adjustments, In otherembodiments, the real world optical system and the virtual realityoptical system are overlaid as the virtual reality users adjusts thewindage and elevation of the physical (e.g., in-hand) virtual realityfirearm (e.g., shoulder-mounted firearm with rifle barrel, or handgun orfreestanding firearm with rifle barrel or handgun) to strike a virtualreality target.

In some embodiments, the simulation applications, systems and methods ofthe present invention provide a trainer and a trainee with a virtualshooting range comprising a landscape in which a trainee is assigned thetask of deriving an aiming solution(s) that is scored by virtual firingof a projectile at a virtual target. In certain embodiments, the trainerand trainee share a real world locale. In other embodiments the trainerand trainee share a virtual reality locale. In further embodiments, thetrainee and trainee share both a real world and virtual world locale. Inparticular embodiments, the trainee and trainer are in visual andauditory contact in either or both the real world and virtual reality.In further embodiments, simulation applications, systems and methods ofthe present invention support competition for precision shooting betweenindividuals, teams, and teams of shooters and spotters.

In some embodiments, the simulation applications, systems and methods ofthe present invention comprise virtual reality targets programmed withartificial intelligence to respond appropriately to virtual projectilesincluding, for example, seeking shelter, creating diversions, orreturning fire.

All publications and patents mentioned in the above specification areherein incorporated by reference. Various modifications and variationsof the described compositions and methods of the invention will beapparent to those skilled in the art without departing from the scopeand spirit of the invention. One skilled in the art will recognize atonce that it would be possible to construct the present invention from avariety of materials and in a variety of different ways. Although theinvention has been described in connection with specific furtherembodiments, it should be understood that the invention should not beunduly limited to such specific embodiments. While the furtherembodiments have been described in detail, and shown in the accompanyingdrawings, it will be evident that various further modification arepossible without departing from the scope of the invention as set forthin the appended claims. Indeed, various modifications of the describedmodes for carrying out the invention which are obvious to those skilledin marksmanship, computers or related fields are intended to be withinthe scope of the following claims.

We claim:
 1. A system, comprising: a) a controller, comprising: i) oneor more position sensors wherein said one or more position sensorsconvey a position of said controller relative to a user in 3-dimensionalspace, wherein said one or more position sensors is worn by said user,wherein said one or more position sensors worn by said user monitorshand position and finger movement, wherein said one or more positionsensors worn by said user provides tactile, vibratory, gyroscopicresistance, and firearm recoil feedback; and ii) a base having a shapeof a firearm; b) a viewer comprising at least one visual interface; andc) a processor connected to said controller and said viewer, andsoftware operatively connected to said processor comprising instructionsthat when executed by said processor cause said processor to display: i)a target; ii) a simulated landscape through which a simulated shottravels to reach said target; and iii) a simulated projectile flightpath projected onto said simulated landscape between a position of ashooter and said target on said at least one visual interface whereinsaid projectile flight path is modified to display the influence ofindividual variables alone and in combination on said projectile flightpath.
 2. The system of claim 1, further comprising a user headsetcomprising said at least one visual interface.
 3. The system of claim 2,wherein said target is a moving target.
 4. The system of claim 1,further comprising a simulation application.
 5. The system of claim 4,wherein said simulation application further comprises a ballisticssolution application.
 6. The system of claim 5, wherein said ballisticsolution comprises calculation of one or more said variables oftemperature, relative humidity, barometric pressure, wind speed, winddirection, hemisphere, latitude, longitude, altitude, barrel twist,internal barrel diameter, internal barrel caliber, barrel length,projectile weight, projectile diameter, projectile caliber, projectilecross-sectional density, projectile configuration, propellant type,propellant amount, propellant potential force, primer, muzzle velocityof the cartridge, reticle, power of magnification, first, second orfixed plane of function, distance between a target acquisition deviceand said barrel, positional relation between said target acquisitiondevice and said barrel, range at which a telescopic gunsight was zeroedusing a specific firearm and cartridge, information regarding shooterbiological characteristics, distance between said shooter and target,speed and direction of movement of said target relative to said shooter,Coriolis force, direction from true North, and an angle of said barrelwith respect to a line drawn perpendicularly to the force of gravity. 7.The system of claim 4, further comprising a statistics applicationconfigured to monitor user performance, wherein said statisticsapplication is in communication with a database to retrieve relevantdata and generate reports according to desired simulation firearm andcartridge, environment, target, and shooter characteristics for saidsimulation application.
 8. The system of claim 4, further comprising aposition application in communication with said one or more positionsensors connected to said controller to detect a position of saidcontroller for said simulation application.
 9. The system of claim 1,further comprising a program providing shooting instructions andshooting calibration exercises.
 10. The system of claim 4, wherein saidsystem further comprises a non-transitory computer readable mediacomprising said instructions that when executed by said processor causea computer to execute said shooting simulation application transmittedto said viewer.
 11. The system of claim 10, wherein said non-transitorycomputer readable media comprises said instructions that simulatemultiple targets that train and evaluate a user in progressively morecomplex shooting conditions.
 12. The system of claim 4, furthercomprising a user interface that supports a user's selection of shootingconditions, views, and options.
 13. The system of claim 12, wherein saiduser interface comprises prompts for a user to design a training sessioncomprising a number of targets desired, minimum and maximum ranges totargets desired, and minimum and maximum wind speeds desired.
 14. Thesystem of claim 1, further comprising a network wherein said networklinks a plurality of shooters in a simulated physical locations within ashared virtual environment to one or more instructors.
 15. The system ofclaim 14, further comprising one or more spotters wherein said pluralityof shooters and said one or more spotters use identical simulated targetacquisition devices.
 16. The system of claim 1, wherein said simulatedprojectile flight path is viewed from a perspective selected from thegroup consisting of a shooter's perspective, a target's perspective, aspotter's perspective, a bystander's perspective and an aerial orsatellite perspective.
 17. A system, comprising: a) a controller,comprising: i) one or more position sensors wherein said one or moreposition sensors convey a position of said controller relative to a userin 3-dimensional space, wherein said one or more position sensors isworn by said user, wherein said one or more position sensors worn bysaid user monitors hand position and finger movement, wherein said oneor more position sensors worn by said user provides tactile, vibratory,gyroscopic resistance, and firearm recoil feedback; ii a base having ashape of a firearm; b) a viewer comprising at least one visualinterface; c) a processor connected to said controller and said viewer,and software operatively connected to said processor comprisinginstructions that when executed by said processor cause said processorto execute a shooting simulation application wherein said shootingsimulation application calculates a simulated projectile flight pathwherein said projectile flight path is modified to display the influenceof individual variables alone and in combination on said projectileflight path; d) a non-transitory computer readable media comprising saidinstructions that when executed by said processor cause a computer toexecute said shooting simulation application transmitted to said viewer;and e) a user interface that supports a user's selection of shootingconditions, views, and options, wherein said user interface comprisesprompts for a user to design a training session comprising a number oftargets desired, minimum and maximum ranges to targets desired, andminimum and maximum wind speeds desired.
 18. The system of claim 17,wherein said viewer comprises a headset comprising one or more of saidprocessor, a power source connected to said processor, memory connectedto said processor, a communication interface connected to saidprocessor, a display unit connected to said processor.